Originally, Elemental was going to have continuous turn combat. That effectively meant real-time. Ultimately, after playing around with it, we decided to implement turn based (simultaneous turns based on combat speed) with tiles.
The evolution of tactical combat in Elemental owes a lot to the beta program. 9 Months of public beta testing of the game engine with corresponding debates has led to some important changes that would not have happened otherwise.
A lot of the discussion resulted in us thinking about the game in ways we didn’t think of before. Specifically, how do we address game design issues that have plagued our genre for decades now? If you’re a strategy gamer, you know them well.
For us, the challenge of tactical combat has been about giving the player as much control as possible over how long tactical combat should last. This ultimately led to the realization that the funnest way for us turned out to be to have the strategic elements of combat very clear and well defined.
Elements of Tactical Combat
In no particular order these are the things that matter:
Remaining Questions and issues:
I like the idea of Supply lines determining the time limit of a fight. Not sure how something like that would be implemented though. The idea that a siege could be lifted by having an external force cut off their supply chain is just a really cool option. But it could also become annoying if it only takes one unit to cut supply. Not to mention it automatically applies a lose timer to the defender unless they can manage to reestablish supply.... All these options would require the players to leave tactical while it's occuring to manage units and battles elsewhere. Which would slow Tactical battles even more.
HOWEVER..... It ties in with the inherent multiplayer issue that tactical battles become boring for players not involved. Even being able to watch the match isn't enough to keep players interested. And the greatest hinderence to quick matches and flowing rounds is when players get so bored they neglect to realize they're free to end their turn, or that it is their turn. Being able to have tactical battles occur while things are still going on in the world map would certainly keep the game flowing. An Icon or the ability for any player to zoom in to battle as it's happening and zoom out via Lord of the Realms 3 would be interesting. Though I'm sure there are downsides to that playstyle I'm not thinking of.... such as your opponent having to wait while you attend to a battle elsewhere. Or even forgetting that you have a battle going on. LoR3 solved the problem by having the AI control your units while you were away. Granted their battles were real time...
^^;; just a thought though.
Sounds good, morale if done properly is a great game mechanic but I hate when it is overwhelmingly powerful.
Terrain affects are always a great mechanic to have in tactical battles.
I think this should be broken down into two sub-categories. Namely Attack Speed (How many times a unit attacks per turn) and Movement Speed (How many spaces a unit can move per turn).
I definitely think certain situations should be winner take all but there are other situations where it would just feel inappropriate. The problem as I see it is retreating doesn't normally carry a situational or dynamic penalty. In most games you end up with a situation where the only time you can force an enemy to stand and fight is if you're about to attack something they can't afford to lose. This makes battles annoying and tedious since most of the time your enemy will only fight if you back them into a corner.
Perhaps a good solution would be to make retreat a kind of mini game inside of tactical battles with certain conditions having to be met before retreat is possible. This way when retreating the opposing force couldn't just flee with essentially no consequences. The question would then become what conditions should be set for retreat to be possible. A variety of conditions based on the situation might be a good idea such as kill X% or X amount of enemies, reach location Y on the battlefield, Defend position for 10 turns, Kill enemy commander (I don't mean a hero or sovereign but rather a special unit only the person who wants to retreat would see), etc.
I love this mechanic and would like to see a combined arms rating for armies. The rating would divide the army into four categories ranged, melee, cavalry, and magic. Depending on the number of units and their individual strength a numerical value would be calculated for each category. The sum of all 4 categories would give you the estimated combined arms rating for that particular army.
No opinion on this really since I almost always do any tactical battle.
I'm not big on having artificial limits to control how long a battle is. I think each battle should be allowed to run its full course.
I would like maps with a great deal of richness with some key elements always subject to randomization. If that isn't possible I'll just take rich but static maps.
About winner take all, here is a intuitive solution to what "N" (Number of turns before attackers start losing morale) could be. Make it about the commanders leadership, obviously the exact number will have to be tweaked, but a high leadership attacking commander should be capable of keeping men on the field a lot longer.
Additionally, "N" could increase as the attacking units do damage to defenders. Start it out very low, maybe 5+leadership turns until collapse. Then, for every defensive unit routed, add +1 turn, or something akin to that. Basically, force the attacker to attack, thus giving the defender a chance to use his terrain to appropriately defend.
Another concept about winner take all that I like is that it forces battles to be truly epic. However one thing that needs to be in is retreats, as otherwise players are punished too harshly for entering battles they can't win. As a newbie, one thing that would really turn me off from a game would be to enter a battle thinking that the odds are even, only to realize a turn in that those weak-looking archers are firing magma arrows or something.
Perhaps the longer a battle goes on, the more severe the penalty for retreating. Defenders who retreat at the start of a battle should be less effected than attackers unless the attackers have a sizable mounted, or just very fast moving, army. Then large numbers of the defenders should be overrun and/or captured (see below). When attackers retreat, the same thing should happen except more painful, for no reason other than making attackers really think about what they are doing. You shouldn't lose your whole army, and your leaders/heroes should largely escape, but retreats should weaken a player notably.
One last newish concept that I have is that of capturing soldiers. I don't think it should be much more complicated than in the total war series, however for heroes perhaps it could be a tad bit more involved. After winning an enemy battle in which they were forced to retreat (and maybe as a special attack ability of some units (equipped with nets), or a bonus given by certain generals) you get a set of options.
Release - You simply send the captured men back to the enemy empire. Seen as a very kind act by all nations who know of the conflict, and a good way to get your enemy to the peace table.
Ransom - You attempt to sell the units back to your enemy. Cost could be based on a percentage of training price. If they decline the men are automatically put to the sword. Both countries lose a little reputation and relations become even more strained.
Slaughter - You simply kill the men, destroying your image internationally and causing a deep hatred by the enemy empire. Maybe kingdoms don't get this option?
Enslave - You put them to work in the nearest city, granting a X turn boost of a random resource by Y percent. Relations are strained and you look very bad.
and perhaps other options. Maybe for heroes have an option to attempt to convert them, increase the ransom 5 fold (10 fold for a sovereign), or even brainwash them and send them as spies to the enemy nation?
Anyway, i'm excited for the new system, cant wait to see it implemented!
One point that I haven't seen addressed here for combat:
In a game that is supposed to be able to handle many (I think it was 32?) players, will multiple players be able to participate in a combat?
Can an allied player's units help defend my city, or can there be a massive free for all slugout between several armies desperately trying for control of an important choke point or resource?
This has a huge impact on gameplay, especially in a "king of the hill" type scenario where someone is trying to control/defend an important location and multiple enemies are try to conquer it - but are also competing with each other to do so. The game seems to be made hefty numbers of players in mind. While not every battle would play out this way, it would add strategic depth to scenarios as well as making diplomacy much more potent. Not only would alliances have more meaning, but you could play enemies against each other.
On combat speed, randomization of maps, and other facets of design I think the best points have been made already. Movement speed and number of attacks should be different stats. You can have randomized maps while still having static important locations. There have been a myriad of good ideas involving retreats, ambushes, and morale effects.
Battles should not last forever, but the result does not need to mean that turtling or bumrushing are the only viable options due to the inherent morale loss of prolonged conflict - there can be a middle ground where the armies grind against each other for a turn, both take losses, neither player attains a decisive advantage, and the battle can continue next turn (with possible reinforcements or enchantments changing the tide). This means that turtling or kiting can be somewhat viable in order to buy time for your reinforcements to arrive, and allow hit and run tactics from sneaky or fast units, but they would be limited to scouting and skirmishing and could not stop a large, powerful force. This provides harassment and intelligence gathering options which are important in any strategy game. It also means you could have a proverbial meat grinder front where two players are sending everything they have at each other over a contested critical location. If one player had a higher score at the end of one turn of combat and the entire enemy army was then summarily deleted, you lose the sense of importance the battle should have had, and the time it should have taken for two huge forces to really put dents in each other.
This doesn't mean that every battle would be, or should be, a meat grinder multiple turn slugout. Most battles will be one side as good commanders will scout out their opposition and not bother engaging unless they have a good chance of victory. Otherwise, they can harass supply lines and try to force that big army to split apart with multiple small attacks on outlying cities which they cannot defend against unless they divide their forces.
This is my first post in any forum ever! (it feels good to be out of the lurkers closet)
In my opinion, the manner in which combat is handled will make or break this game.
I think combat speed, moral, terrain that matters are all vital to creating interesting combat. I also really want to see different abilities for the units that make them unique as this adds a lot of strategy and variety.
I would like to see the ability to retreat. Some units should be better at it than others. Mounted units and stealth should escape easily while war machines and heavy infantry should not.
I do not want to see limitations on the length of battle in any form.
randomization vs richness - I vote Richness
It looks like I am the minority here and I understand that playing on the same maps would get stale but.... I have yet to play a randomized battle map that I thought was cool or that made a difference. I am thinking HOMM, Age of wonders, kings bounty series. They are all the same with a rock here and there, maybe a fallen tree or whatever but combat is basically the same every single battle. To me, this is the epitome of a lack of variety. With the richness option, we could have maps that would actually change our strategy.
I think that stardock could have map making contests pre-release and choose the best ones to include at launch along with their own. This game is made to be mod friendly so we could have hundreds or thousands of hand made maps eventually. The expansions would include new maps as well. I admit that at launch, those who play many hours every day will get tired of only having a few hundred maps but in the long run we should have tons of maps of much higher quality than just 1 rock moved 2 squares to the left.
Pre-made battle maps obviously should be filtered based on where the battle is taking place. If battle is in a forest square than it the RNG would only select from the forest square maps. The maps could be designed to give the defender the advantage through better concealment or tiles with defensive bonuses. This seems much more realistic and fun to me.
Combat Speed: A unit's number of attacks should NOT be tied to how far it can walk. An archer can only shoot x arrows a turn. X doesn't change if he's walking, riding a horse, or riding a dogsled. The guys with the horses and dogsleds have more choice as to WHERE they can shoot those arrows than the guy with just his feet.
WINNER. TAKE. ALL. I would prefer the option to retreat (on both offense and defense). A proper rearguard, high movement speed, or both should be necessary to prevent a rout.
Randomization vs. Richness: I like the suggestions for mostly random maps with specific maps for landmarks.
Random maps VS rich maps - why not a bit of both? Make a number of really deep pre-made maps (leaving an easy interface for players to add more) and have simple random maps that are inter-spaced in the rotation. If you go all pre-made like it seems your leaning towards, you get a situation where people know what to expect from a map and it becomes repetitive (unless we are talking an insane amount of pre-mades - the kind an active modding community could provide with the right tools *wink*)
Winner Take All--My vote would to have some type of retreat capability. Have a button that orders and all out retreat that lets the computer decide attrition. Or a organized retreat where the player can move his/her units to a spot on the map that ends the battle, you can decide what units to leave behind to cover the retreat. It could also be possible to have those units randomized to show a final scatter.
Random vs. Rich--I think I would like a random. You could add defensive structures to added randomly. Sometimes they would be in a good location sometimes they wouldn't. A crumbling tower, a high point for range, a marshy area, etc.
* WINNER. TAKE. ALL.
Don't like this. Maybe in certain situations such as taking on a city, or your units are surrounded and have no way to retreat. There are plenty of ideas posted here on this
* Thresholds.
I don't want to see a minimum threshold on when you can go into a tactical battle. I should be able to any time I want, but having the ability to switch this over to auto-resolve is a nice thing to have. Controlling the length of a tactical battle.
I think this really might only come into play with multi-player. If I'm playing single I don't care how long the battle lasts so much. Now in Multi that could really come into play. I'd say in that case take the size of the fight (total units) and then some random variable, and let it go x amount of time. Once that time is reached the battle ends (say due to darkness) and the fight will continue the next turn phase with both units sharing that space on the main map.
Randomization vs. Richness.
Love Randomization, but really love the idea of having the best of both worlds. Love the idea of having set maps as maybe historical battle-fields from the Titan wars where pre-made maps are used. A frequency number could be assigned where this map might appear 1 in 100 games while others might be 1 in ever 10. Combats that occur within so many squares then use that map. It also gives some unique items on the main map as a whole, as well as possible tactical advantages. Hey I know that map well, I'll build my city near it so that I can use it to my advantage.
Can't wait to see more!
Interesting question of moral. Personally, I would prefer that moral persist even after a battle is over. What do I mean exactly?
Well, I think that moral sticks with a unit from battle to battle throughout a campaign. When invaders are on alien soil, their moral gradually begins to decrease. When they win a great victory, moral increases. Win a costly victory and moral decreases. Only after they spend time on home soil does their moral begin to climb on its own accord. Let me illustrate.
Lucius Blight of Aragon leads a campaign into the Acacian Kingdom. Lucius has led his soldiers to victory many times and they have enjoyed all manners of treasure and riches as their spoils. Thus, their moral is very high. They raid an Acacian border town, take whatever they please, and then burn it to the ground. Moral remains high. Then, they march many leagues and many days through the mountains to reach the mountain city of Sespech. The lengthy journey inflicts a mild penalty to the men's moral. Before they arrive they are met by the army of Acacius Dracondros on the Gracian Plataeu. There is a hard fought battle with both sides suffering high casualties. Moral of the invaders suffer yet again as the war has played out not as decisively as they may have expected. What's more, the battle has not yielded the head of Acacius Dracondros, who escaped with some of this best men. The moral of the invaders is beginning to suffer dearly and continues to slip. If they do not win a swift and decisive victory, Lucius may be forced to give up his campaign.
With a now weary army, Lucius marches to the walls of Sespech. The Acacian reserves are called forth and another battle ensues. Though Lucius has the clear advantage, a tiresome campaign has already worn out the will of his soldiers. The Acacians, with no intention of driving Lucius from the field by force, simply entrench and gradually break the will of their rivals. With moral too low to make the campaign worthwhile, Lucius withdraws to Aragon to lick his wounds. Upon arriving home, he contemplates executing 1 out of every 10 of his soldiers for their cowardice, but decides against it. After all, the Acacians are planning a counter campaign and he'll need every soldier he can get.
It will take 30 turns before the soldiers of Aragon will forget their unsuccessful invasion (in other words, 30 turns until their moral will be restored), however, if the Acacians were to invade Aragon their perspective would be very different. Their "defensive" moral would take effect instead, which is much more resilient than an invaders moral.
I read lots of good ideas here. One clear apsect I saw is that people don't like arbitary limitations on thier ability to do what they want. Funny that.
The only really big choice is the terrain choice. Handcrafted versus generated. My question is why havn't you got a system that randomly places hand crafted sections together with some random generation between them. I don't want that feeling of "oh its the same map again". Xcom did it best, even though I knew each warehouse, each house, each and every terrain section by heart I NEVER knew the configuration that ment a LOT to X-Coms tactical combat gameplay.
Without the unknown effect Enemy Unkown (did you see what I did there?) would be a inferior game. And so will yours! Dun dun DUHN!!
I've been around the block just long enough to have played many of these concepts out, as part of the game itself or just part of friendly agreement in any given TBS based multiplayer game throughout the years. It's really nice to see a developer taking these things into account.
WINNER. TAKE. ALL.It looks as if most people haven't played large multiplayer tbs games online. WTA needs to be in for multiplay only. Take the time to do whatever you like in single play. Perhaps as an option to be selected so that 1x1 matches can play to the best of each players abilities. This isn't a 1x1 only game though, it has options for 4x4, 16x16?! Could you imagine waiting 30 turns per battle per round of play?
Needs to have:A very small decision/movement timer and a small-medium amount of turns/time to keep the game flowing. Auto Resolve lopsided battles regardless of threshold.Auto turn after x time to avoid stalls.Concede Battle ability (sometimes you just need to see one or two rounds)
ThresholdArmy weight vs army size. If two equal/weighted sides are going to battle, the option for tactical is warranted. Titan on titan wouldn't break the threshold but 100x100 rats would.
Controlling the length of a tactical battle.Yes. Static or based on total units in play - capped at a certain value.
Randomization vs. Richness.Randomization keeps the game fresh and avoids the eventual, oh map X, go here, then here. Even with 100's of maps, they will all be seen 1000's of times over the course of many games and countless hours of play.
One quick thought here that I haven't seen mentioned (I have to run).
In my experience, one thing that makes tactical battles take so long is that I feel like I have to look at every single unit each turn and decide on their moves. I wonder if introducing some sort of "command point" system would help with that.
For the sake of discussion, here's a sketch:
Now, I'm not much of a wargamer, so what I wrote above is just a sketch and there may be better ways to do it. Toplevel concepts (EDITED to be clearer):
I don't think we'll know how feasible this is until we see how tactical combats actually play out. e.g., in something like Age of Wonders this would be unworkable; there are too many individual units, and the commands you can give them are too limited. (plus, my units seemed to forget their queued commands half the time) It would also be good to have UI that supports this -- e.g., being able to see the current commands of many units at once (e.g., as arrows) so you don't have to click on them individually to see what you want to edit this turn. Something a bit like Sins of a Solar Empire's "hold shift to see all your orders" feature.
I already spent more time on this than I should have (hah, exhausted my command points), so I'll stop here.
Brad's Exact words are "they’ll more accurately reflect the local terrain". He is Not saying "They will Exactly mirror the land your army Is Standing On". Very few games do that. Mostly because it takes a lot of memory to build a 3D model/copy of a Randomly Generated Map or a Player Made Map. To Truly Accurately Reflect each map you would need to have built the map in 3D to Accurately Display the land you're Actually Standing On. Some games have come "close" to this. One or Two games out ACTUALLY do this. I.E. If there's a solitary tree in the area you're standing on the Strategic Map there will be a Solitary Tree on the Actual Battle Map. "Napoleon: Total War" does this, But, "Napoleon: Total War" uses the Same Map. It's not hard to build and accurately represent the Same Map which is in fact part of the world in Real Life. This Does how-ever get Very Hard to do when you're talking about a Randomly Generated World that happens each game. It can be done though. It just takes time....and money. Regardless, if they truly don't care about time or money and can take as long as they want, they Can do this.
To be honest though, I'm more worried about them some-how Gimping Tactical Battles then I am about Map Generation.
Just gotta say that the more I think about it, the more disappointed I am at the dropping of continuous turns. That could have been something pretty special. I'm also late to the party, but I read the whole thread and will try to add some points that haven't been said (though some of it will be repetition).
I think in game terms, Sauron has a cleave attack that lets him attack everything in one direction at once (aka: AoE). He could swing at Isildur just as quickly as he could swing at an entire division of foot soldiers. The difference was that his one attack hit all of them at once. He didn't hit all ten of them with seperate attacks then hit Isildur 10 times, he actually swung once and hit all 10, or swung once and hit Isildur. (If he was actually capable of swinging his weapon so fast that he could hit 10 times when normal units can only attack once, the veolcity of the weapon would create so much force that it'd flatten anything it hit.)
In theorycrafter terms, combat speed is a VERY dangerous stat. Because by its nature it inflates the effectiveness of other stats, it tends to become wildly imbalancing. For example a unit with a combat speed of 1 finds a +4 damage sword, and gains 4 damage. A unit with a combat speed of 2 just gained 8 damage, and a unit with a combat speed of 10 just gained 40 damage. It also works the other way. For a unit with a damage rating of 10, adding 1 damage rating goes to 11. Adding 1 combat speed pushes the damage all the way to 20. Once a unit has any reasonable level of damage, combat speed will vastly outpace damage as a superior stat.
Having it tied to movement also doesn't make a lot of sense. A mounted archer can move a lot faster then a walking archer. A mounted archer can't fire 3 times the arrows of a walking archer in the same period of time.
If it were up to me, I'd scrap this stat entirely.
I like the concept. I don't like the implementation, as it's not very granular and any change in the morale standing leads to very large swings in combat. It also limits the kind of effects you can have.
I'd prefer to see Morale being a number that acts as a % modifier. Start at 100 for normal morlae, which is 100% effectiveness. Then lets say your hero unit uses "Rallying Cry", which rallies the troops and increases morale by 5. You then attack and successfully kill an enemy hero, which increases morale by 10. Now you're at 115% effectiveness, and the fight is going well.
With a system like that, a lot more things can affect morale, and it can be better tied to what is going on in combat. You can't do that when the only change allowed is a 25% combat effectiveness swing.
Why do tiles matter for this? On the world map, both armies are in the same space, and thus effectively on the same terrain. That doesn't require tiles on the combat map.
First of all, I think that going turn based and then worrying about the length of combat is a contradiction, as by its very nature turn based leads to long, drawn out combat (incredibly so once more then 2 players are involved).
That said, I'm not a fan of this idea. The main problem is that it's not going to accomplish what you hope it will. Defenders in this system have an active incentive to drag the fight out early on as much as possible. The longer they can find a way to avoid engaging their units, the more the attacker's morale suffers and the stronger the defender gets. As a defender, I would NEVER charge to meet an attacker in this system. I'd move and hide as much as I possibly could, and use every slowing spell I can find to delay fighting until the morale shift. The more units I can keep out of combat until then, the better off I am.
Morale penalties for time cna also lead to bizzare situations. If I just killed the defenders elder dragon, why would my morale go down? So what if it took me 6 turns to do it? That was a HUGE victory, and my foot soldiers would be emboldened by defeating the major force standing against them, not suddenly depressed because they couldn't one shot a dragon. Castle sieges have the same problem. If I just took down the wall and started storming the place, wouldn't my morale go up? That's a victory, punishing me because it took a few turns to do it doesn't make any sense.
The net effect here is to encourage attackers to be reckless and throw everything they have into the fight at the start, and for defenders to delay as much as possible. It doesn't really boost strategy.
As for retreat options, retreat is more realistic. Defenders rarely fight to the death unless they have to (defending a castle on a cliff with only one way out leaves few options in a siege, but fighting in a town with multiple escape paths won't leave an entire garrison fighting to the last man against overwhelming odds), and attackers don't tend to keep attacking if they are getting slaughtered without making any progress. Video games tend to do both of those things because units are cheap and killing them opens up room for the new ones players are cranking out.
The single biggest argument in the other thread in favor of turn based tactical battles was that people can take as long as they want to think and plan. Worrying about how long it takes while going with the system whose entire strength is that it can take a long time is counterproductive.
With the system you're using now, tactical battles will take a long time. Trying to enforce ways to change that will simply annoy the people who wanted that system (by taking away the main benefit), without doing much for those of us that wanted continuous turns or realtime (turn based is still slow and involves a lot of waiting in multiplayer).
As people have mentioned, both if it's possible. If not, premade ones.
Im in the randomly generated maps camp. Adds to the complexity of the game.
Here is my 2 cents on combat...
Combat- As some people have stated being able to attack multiple tiles is a cool idea for some units! Big ogre takes a swing with his club and hits 3 different tiles at once.
Morale- Also tie in units veteran levels into this. Don't make the bonuses to big though. Also when higher experience unit panics there is a higher chance that they will come back under your control and possibly sooner too... If the whole army panics you lose!
Terrain- Battles can alter the terrain and spells even more so!
Winner Take All- Be like Total War as in you can retreat only once a turn. Then you got to slug it out. Once you give the order to retreat you can't attack back and your army is more vulnerable (so retreating sooner than later is wiser). Maybe a slider for for N. As in turn it off. Move it over so its really short so defenders will have advantage in short fights. Or its really long so attackers can take their time before morale starts to drop. I am sure I play with all of these settings.
Combined Arms- Why does having a mount affect how fast a unit can attack? I understand that a mount would make a unit travel faster. Giving them more options and hell think of flanking bonuses! Hammer and Anvil! etc... (Yes I love total war!)
Thresholds- Sounds good to me!
Battle Length- Again another slider so if you want it fast or long or anywhere in between!
Random VS Richness- Both... You said there was an arena mode where you just fight with units in quick battles so have a choice on the map for random, and if you want pick a specially made map. And for the full game you get random more than rich maps but sometimes you do get rich maps to fight on. Keep adding in Rich maps and improve on random generated ones.
Wow - everyone worried about not getting 30-50 turns into a tactical combat. Multiplay has to truncate these battles or the game will be unplayable in all but 1x1 scenarios and only if you have 12 hours on Saturday and 14 on Sunday.
The one solid point about RTS battles, they would end rather quickly. That timeframe needs to be kept if RTS or TBS, it needs to stay short.
Imagine this - Early game, both move all troops in 15 seconds, hit enter. 10 turns, 2.5 minutes per series of battles. ~8 minutes for 30 turns. If a few players have 2 or 3 battles, there is going to be some waiting with or without simultaneous turns. (Warlords III)
Late game when strategy is on high, you have tons of troops it could take a 45 seconds to a minute per player per turn and up to 20-30 minutes to resolve that combat. I love TBS, but not click, wait 30 minutes, click, wait. Tactical battles have to resolve very quickly to ensure the 16 other players in the game are not waiting for boy wonder, the pathing mathematician, to ensure every step of movement is utilized. (you know who you are)
Each turn adds up QUICK!
EDIT: Please forgive the wall of text.
While normally I read or skim everyone else's post before making my own, this time around I decided to just throw in my opinions, and then go back and read...everyone else's post. So things covered beforehand, I'm sorry, I won't know about.
Is it feasible to have a screenshot/drawing of what we're looking at, Brad? Something to go on?
Regarding Combat Speed and Combined Armies
I think Sauron was so badass because he could use one attack to hurt so many people at once. I mean, seriously, how cool is it to watch some giant [thing] clad in black steel swing a massive warmace and send dozens of infantry flying through the air? Wouldn't mind having something like this in game...
Otherwise, having varied speed makes sense.
However, there is one thing that really annoys me in strategy games - when I have two infantry guarding an archer, and the horseman can run between them unhindered and kill my archer. Or just attack my archer - cause harm. So, I was thinking...
Again, please note I haven't played the Beta.
Since in most games, Horse > Archer > Infantry > Pikemen > Horse, why not allow for pike weapons to either strike at a further distance (if tiles are smaller, so that one tile is not a massive distance, then one tile away) or allow them to counter charging cavalry from within a certain radius. So if my Halberdier has a halberd, if any horseman comes within one tile of him, he can take a swipe.
Now, the reason why that's in here with Combat Speed,..Age of Wonders: Shadow Magic had a nifty system of draining your movement points when your unit retaliated on an opposing unit's turn. That is, if I moved my Halberdier 5 of his 15 movement points forward, and two horsemen come at him, he can make a swipe at one (let's say that attacking costs 7 movement points). That swipe would leave him with 15-7=8 movement points for his turn. The next horseman comes, he makes another swipe, and thus is at 8-7=1 movement points next turn.
A higher combat speed (determinance of actions per turn) could play into that. Thus, if my halberdier had 30 movement, and could take actions from that pool, it's better than him having 15 movement. Heavier armored units should have a penalty to movement/combat speed without some sort of alterations. This makes armies filled with lightly armored dual wielding dervishes as viable as an army of heavily armed and armored knights.
Short version: I like it.
Regarding Morale
Yes. Morale is good. I would take it a step further...from Panicing/Routing > Low Morale > Normal Morale >High Morale > Zealous Morale, where Zealous Morale represents a totally blind devotion and a desire to destroy anything and everyone.
Leaders could impact morale - a Sovereign always has High Morale for his army (initially, as a basic) while leaders could have morale variance based on their leadership qualities. Winning/losing battles, running low on supplies (if such things matter) could impact morale before and after a battle. Likewise, if you are going to have multi-national armies, perhaps have there be a penalty for using soldiers of the nationality that you are currently at war with.
That is, if I just captured one of Procipinee's cities and recruited 500 of her soldiers into my army, my soldiers would look at them and say, "Well, they're with us now, huh? A pity that Bob can't see this. Where is Bob, you ask? Oh, one of those bastards ran a spear through him. Yeah, we want them around...what's the boss thinking?" while Proc's old soldiers would look at mine and say, "Didn't they just slaughter our defenders, take control over our city, warp our way of life, and generally make our city a smoldering shadow of it's former glory? I don't like this."
Regarding Tactical Combat: Turn Length/Battle Length
When I first saw the limit, my first thought was this, "Okay...so if the battle lasts all day and night begins to fall, both sides fall back to their camps, lick their wounds, and can try again the next day. Or perhaps they arrange a night sortie into the enemy camp." Essentially: Battle has ended for the day, pull back and regroup.
This was done in Sid Meier's Pirates! as when night fell, you couldn't see the enemy ship(s) and they escaped (essentially leaving the map). I think that this makes sense...soldiers did not spend all day fighting in melee combat. There was no way that it could be done. As fit or strong as a soldier would be, spending hours moving around in heavy armor and swinging a heavy sword, or hours moving around and fighting with sword/mace/axe and shield would be totally impossible.
So instead of having a set number of turns or a set amount of time, why not simply incorporate fatigue? I know that a number of games play around with a fatigue bar, and I think that's a viable method here. Barring that, expending a unit's total movement points or using a bunch of unit abilities simple wears units down. Instead of having a set amount of turns where you must win, you could have a set amount of turns where your units have to win or they'll need to head back for nap time.
Fatigued units slowly become next to useless. Perhaps there are levels of fatigue - using all unit points makes a unit fatigued. Using abilities excessively makes a unit fatigued. Fighting in prolonged combat makes a unit fatigued. As time goes on, fatigue takes its toll naturally, so even a unit that has just been standing by doing nothing will, after a large number of turns, will be tired.
Thus, units that fight and act on the battlefield become tired faster than units that do nothing, but all become tired after a while. As units become more fatigued, their abilities and actions cost more points. Perhaps, following with my Halberdier example above, after 15-20 turns of fighting to attack, where once it cost 7 to attack (or counterattack) it could cost 10 or 12. After 40 turns of fighting it'll cost 20 or even all points to attack. My halberdier has gone from being able to do a lot in one turn (move, strike, move again, counterstrike) to just one thing or two (move or strike, no more). Eventually, attacking would cost ALL movement points, or even cost more - making that unit totally worthless.
As a Sovereign, it could be possible to use spells to freshen units in combat. "Second Wind" could take one level of fatigue off of all units, or could replenish 50% of all unit's fatigue bar. "Breath of the Sovereign" could totally undo fatigue, at a cost of essence.
Champions/generals with high leadership incur a reduction in movement points needed to do anything. So my level 15 General with 10/10 max leadership gets a, I dunno, 75% reduction on actions. Therefore, having a leader with high leadership would massively offset fatigue, but eventually the fatigue would overcome the general.
However, it could easily get to the point where Sovereigns are just spamming "Second Wind" or "Breath of the Sovereign" and making battles last an eternity. Therefore, I think that eventually, night should fall and units should be forced to fall back. Battle length could be determined, then, by what you decide it to be. Perhaps when battle begins, the screen pops up saying "Tactical Combat" "Auto Combat" etc and showing the various armies and their bonuses and features, so on so forth. On the screen would be either a bunch of buttons, or a little clock (or sundial, or what have you) and you can 'grab' the sun with your mouse and move it to where you want combat to be. Want to fight at dawn? Move it all the way over to the left. Noon? in the middle. Dusk? Very end.
You, Brad, and the Beta Testers will need to determine the set length. Perhaps a battle lasting all day (morning start) would have 100-200 turns, and one lasting a few hours (dusk) would last 10-20 turns. Perhaps many more, perhaps much less.
Barring fatigue, perhaps leadership would determine how long you had to fight. I really think that having leaders should matter, and leaders who are skilled in what they do even more. It will draw a debate in terms of battle - do I want a leader capable of slaughtering dozens of soldiers with each attack, ala Sauron? Or a mage-type leader who can unleash waves of fire and roast armies in their plate, ala some sort of high mage? Or perhaps I want a simple man who is so skilled at battle, he can use soldiers like the slaughtering leader and the mage leader? Options, yet again.
Sword of the Stars had a set tactical battle length, usually of 4 minutes. There was a slider, at the start of a game, where you could have battles last but a minute, or up to ten minutes. It was up to the player(s) as to how long, and it didn't change. So if I want to have long battles, I set it up before the game. Short battles...before the game.
Likewise, as a Sovereign, I could have the power to adjust the length of combat...mid combat. Casting "Nightfall" or "Eclipse" could reduce the number of turns of combat. Casting "Shine" or "Sunlight" could increase the number of turns of combat.
Regarding Maps
To be random, or to be rich? Ah, who can say? King Arthur: The Role Playing Game had 'rich' battlefields. That is, whenever I'd start combat, a painting-like picture would come up next to a number of battlefields with a description. The "Sandy Bay" could have once been a battlefield where King Uther Pendragon cast down his enemies amidst flourishing forests next to a village-packed bay.
It allows for a lot of strategic options. You could easily design maps that place emphasis on fighting amongst rivers, or hills, forests and villages, etc. Perhaps battlefields could encompass a choke point in a valley. However, I found this method somewhat...difficult to use. It made choosing battlefields somewhat difficult, if not pointless. If I have my general build a fort next to a bridge, I expect that fort and that bridge to be taken into account. Else, what's the point of fighting next to that bridge?
When it comes to randomness vs. pre-made maps, either have a LOT of pre-made maps, or use the random. Because without a LOT of pre-made maps, it'll be impossible to determine things from the area. This also should take into nearby things...if I fight in the vicinity of the Well of Life, I'd like the effects of the Well of Life, if not the Well itself, to be part of the battle (my units regenerate 1 hp/turn perhaps).
I favor random that takes into account nearby things. I also favor the ability to build things on the map, such as fortifications (build an actual fort, ala Total War, or build up traps and the like...Elemental could be one of the few games that takes sappers into account!) that will influence battle and actually show up. Some things that could be done...
Regarding Winner Take All
Allow for retreat, but at a penalty to fatigue, movement points, morale...etc. One thing in King Arthur that I really hated was when I'd engage an inferior army in Auto Battle. i'd win, the'd retreat. Repeat. Twenty or thirty times later, it's really annoying that I've chased this enemy army across the whole GAME world because they keep retreating time and time again. Make it so that if I retreat, I can get away within reason. Do not make it so that I can get away time and time again...certainly, after the first retreat, every other retreat should take a large chunk out the universal map army movement points.
I don't post here often, I'm a lurker. I posted a bit when I had more time (posting from work, also no interweb at home). I would have loved to be ables to take part in more in-depth talks here on these forums as I am greatly looking forward to this massive tactical game.
Seeing as I don't post hardly ever, I'm not caring if I get banned or blocked from forums, so I'm just gonna say this..
These people are being my Favorite, most intelligent posters, here on forums are:
Demiansky
TCores
Raven X
KellenDunk
Tormy
ZehDon
pigeonpigeon
These people more then any others (sorry to new peoples I haven't read much of) consistently have GREAT IDEA that are not hardly ever used or talked about. I know I miss a lot not being able to read as much as like to read, but they are the best.
Raven X said something on first or second page that stands out in my mind. As a long time lurker I know this is true as I have seen it and read it for myself. Here is his quotings:
"I'm not trying to be a smart ass or be disrespectful, I love you guys work dearly, but time and time again I've seen you take "the simpler route" or "the simpler choice" when coming to decisions regarding this game. I've also seen you say "Let's Show Them What a PC GAME Can Do" and I constantly hope you'll realize what that means and not be afraid to "complicate" things just a little bit. We play War Strategy Games because they ARE More Complicated then action games or racing games or even RPG's. Strategy and RPG titles are BEST on the PC for a REASON. People play PC Games Because you can get way more in depth and detailed and have options and tactics that mirror reality or Sci-Fi or Fantasy. Please....Prove me Wrong and for Once in the development of this game pick the more "Complicated System" instead of the "Less-Complicated System" which I've seen you do time and time again so far...and been disappointed in Every instance. Find a middle ground."
For me TACTICAL BATTLES ARE THE MOST IMPORTANT PART OF GAME. Other things look really cool, which is why I do not feel need to post much (that and english is not my number one language). Please listen to what people I named are saying. Other great games made by Stardock, all of these do not have Tactical Battles wich have been missing completely or simulated with no control. Please do this right and Do Not dumb it down for masses that do not like Strategy Gaming. PLEASE!!!!!
I am to be going to work now as I have only second job I have got sinse coming to United States. I love United States even more then my homeland, though my homeland will always have a special place in my heart. Stardock and it's games also have a special place in my heart. Please be taking your time. I don't care if I must wait until winter or even NEXT winter or winter AFTER THAT. Do this RIGHT.
I am LOVING ALL the work you do. I hope I have more time to post later on in day. Thankyou.
Random, random all the way! Jeez, just imagine how bland the tactical combat would be, once you've played through the game enough to see all the premade maps. "Oh, this one, I know just what to do on this map!"
As far as withdrawals, I vote to allow them, but why not do both ways? How feasible would it be to simply add an option "allow withdrawals", doesn't seem like it should be too complex to me... As far as handling retreating, I'd like to see the units' combat speed play a part. An attacking force of nothing but foot soldiers would have a hard time retreating if the defending player was garrisoning some mounted units that could easily ride out and cut them footies down while they try and run, assuming the defender wants them to ride out, he may not, for some strange reason... If the 'survivability' of retreating units is somehow figured out randomly, then yeah speed oughta be a factor, slower units should have a harder time escaping. Another thing, once the retreat order is given, please do *not* allow it to be cancelled. Just imagine a huge army, breaking rank and retreating, then the general starts shouting "wait, cancel that, attack! attack! Get back in formation!" The definition of chaos... Losing control of the retreating units is probably the way to go.
Battle length - I can't see how having a defined limit on the length of a battle would work. Granted, an attacker sieging a city will need supplies, but how would that be implemented? Someone on page 1 mentioned distance from their nearest city; how would that effect going into the heart of the enemy's domain and attacking a city there? That nearest city may be far, far away. Maybe figure out some kind of system for a supply train? Or, for simplicity's sake, maybe just say the hell with a defined limit, and the battle ends when one side retreats or is killed? Glad I'm not a dev having to figure this one out...
Hi Folks
I don't like the Winner Take All concept either.
I think we should embrase the retreat options.
Retreat however should be a painful decision to make. But you could also make it a tactical decision if there was an adjustable retreat option (for example: sound the retreat if greater than 25% of our units are lost) Lower defences while retreating, maybe a lower permenant (or simi-permenent ) base moral. The lose of units could be in part based on terrain (easier to get avoid enemies while retreating through woods as opposed to fields), differences in moral (if the enemy has a higher moral, it is much more likely to go after you), and the comparative movement speed of both armies (faster units should have a better chance of excaping).
A retreat option would allow:
-the saving of units you care about (you are likely to loose your foot soldiers but hero and vetrans with higher defences may have a good chance to survive. Units that survive multiple battles are units that you tend to care more about which means you tend to care about the whole game.
-As other have said- gives you the option of "hit and run" for a speedy army. This tactic also allows for testing the strength of an opposing force. From that information you can put together an army specifically designed to win against those units.
-can add drama- For example: the reating army's only chance of survival might be to reach the woods (or a nearby abandoned fort), where the tables might be turned (defensively speaking).
-This lets major battles (cast of thousands) go on for much longer (no matter what "N" mught untimately be. It allows for reenforcements (other nearby armies) to be brought into play for much more grander wars and this can mean some interesting "change of tides" like in some of the classic Lord of the Rings" battles.
I think this would be a much more interesting game if things like I have noted above were possible.
-all the best.
I'll vote for Random maps. I also want the option to retreat. And PLEASE PLEASE PLEASE don't allow the hero's / adventurers to live if they are suppose to die. I hate games that do this.
Combat Speed. Your combat speed determines how many “moves” / attacks you get during a particular turn. In the begging of Lord of the Rings, what makes Sauron such a bad ass is that he can attack so many units at once. He has, in game turns, an incredible combat speed.
I was about to post to comment on this, but found that Tridus and Nathikal have expressed themselves better than I was likely to. Essentially I strongly agree that a Sauron-type character should have a large area-of-effect weapon, but not a high attack speed. Sauron actually swings pretty slowly. This is not just a matter of pedantry, it will make a big difference in lots of fights. A large AOE weapon will be very effective against massed weak troops, but not in a one-on-one fight with an enemy hero, whereas a large number of attacks would be very effective against both.
Also it would just look very silly if Sauron swung his weapon lots and lots of times, killing one soldier each time.
Including AOE as a concept also allows for more interesting variation in weapons. For example, a catapult rock or dragon breath might be expected to hit several soldiers at once, unlike an arrow. This wouldn't be well modelled by giving the catapult a really high fire rate.
WINNER. TAKE. ALL. This is the part where we want to hear your opinions. We do ask that you keep an open mind on what we ultimately go with. My opinion is that the attacking player has the onus to finish the battle in N turns. After N turns, the attacker morale starts to go lower and lower at which point the defender can come out and make mince meat out of them. The question is, what should determine what N is? Or should we allow retreating? Should we allow draws? I’m against retreats or withdraws because it’s one of those things that allows the game to drag on. It’s a strong personal preference of mine that two men enter, one man leaves. (Your heroes will tend to escape though).
I agree with the many well-written posts above which question this idea. I think that, far from promoting a quick resolution, a WTL system will lead to standoff. Do I really want to risk a battle in which, if I lose, I lose EVERYTHING, unless I am certain that I'll win? Probably not. So I will wait until I have such overwhelming force that there is little remaining room for doubt.
I think allowing retreat would be okay because:
1) The retreating army should be scattered (as in Dominions). It will be some time before it can regroup sufficiently to be a threat.
2) The attacking army is presumably going after an objective (e.g. a city, a resource). They won't generally care about hunting down the remnants of the defeated army. If the defenders have retreated then they're not going to be able to stop the attacker getting to his target. This, of course, is the reason why retreating isn't an all-powerful tactic in real life.
I am actually very much in favour of turn based, tile mapped tactical battles. I think the AI stands much more chance of being competent in such a scenario.
I hope this refers to a particular unit, and not the general/player?
I am not sure an arbitrary time limit is a great idea. Clearly there has to be a limit, but I think there should at least be the option for unlimited battles (as in TW games).
As to the morale countdown, this makes more sense in terms of a siege, but even then, it’s a very gamey concept.
Finally, I’m afraid I completely fail to agree on the concept that retreat, withdrawal or routs should be impossible or that battle results should be so “binary”. These proposals would mean that you would only enter combat if you were either 1)certain of winning or 2) willing to write off your army.
Why not just an option to auto-resolve or play a tactical battle each time? What’s the point of a threshold per se?
This depends on the size of battles, both in terms of number of units and map size, surely. An epic battle should be an epic battle…
If you want to manage the size of battles, you could limit the stack size (number of units per tile), perhaps linking this to supply/tech limits? Or just go with an arbitrary limit to the number of units.
Randomised to reflect the local terrain of the main map. If possible, I’d like to see as tight a link as possible between battle map and “campaign” map, a la total war. Set piece battle fields would be ok if they were split into categories, e .g. river, hills, mountains, plains etc and called up depending on the location on the campaign map. The very last thing I’d like to see is a small set of battle maps recycled too frequently –and with no bearing on the campaign map (e.g. hills in a river delta –or plains in a region where I stationed my troops to take advantage of the mountains!
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